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  1. #1
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I brought this issue up in a thread long ago... I'd like to see it become static too, unless they make the bonuses known and have some kind of method to the bonuses. As of right now its all just RNG, and RNG is getting real old in this game.

    And, it is not dependent on quality or remaining durability after completion. It's stupid to me. I would much rather see one static number for sp gains in crafting items than a bunch of random numbers, the same DoM and DoW get when they kill monsters. I dont see why crafting and gathering have to be different in that regard. We are a rank, the recipe is a rank.

    If they were to show a static SP/exp, then a separate bonus SP/exp, then it would be much better. Right now its just RNG and this game uses it way too much.
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  2. #2
    Player

    Join Date
    Mar 2011
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    48
    First xp is based totally on quality. It's always difficulty + quality gained (end quality - starting quality).
    SP is not only RNG. It's based indeed by your crafting.
    Example: Finish an item with a blow is reducing the sp gained by estimated 100. Is the blow 1 step before, it could bring you 100 more sp.
    I havn't done a total calculation, but it's more or less like this.
    Some abbreviations:
    SSO = successful synth without loosing quality
    SSW = successful synth with loosing quality
    FSO = Failed synth without elemental blow, (lost more quality than making progress)
    FSB = Failed synth with elemental blow ( no progress gained, lots of quality lost)
    WO= white orb
    YO = yellow orb
    RO = red Orb
    +U = Orb is unstable, element out of control.
    +S = with sparks

    There is a base SP value by rank difficulty + (all your synthing progress in total/number of steps)
    If you can finish the item, the formula above will be multiplicated by 2,5.
    If you fail your job, the multiplicator is 1.

    The synthing progress:
    WO and SSO = gives onetime SP (quality+progress gained at this step - durability lost)
    YO and SSO = gives 1,5 times SP (quality+progress gained at this step - durability lost)
    RO and SSO = gives 2,0 times SP (quality+progress gained at this step - durability lost)
    For +U the multiplier is 0,5 more.
    For + S i have no idea.
    For SSW, the same calculation is correct: quality has a negative value.

    FSO and FSB: Not totally sure . I think the calculation is the same. As i said i have only calculated some synths and havnt parsed 1000.
    Touch Up: Isn't calculated. SP is set after reaching 100%
    Hasty hands: Half SP (probabably calculated at using normal synth untill finishing item)

    There could be an RNG difficulty impact (multiplier) on SP. Sometimes when all others around you fail, you get more SP, implicating high or difficult RNG at this time.
    But after investigating my synthing progress, the formula seems to be correct.
    Because of the RNG, you got more unstable or red orbs, indicating you get a higher multiplier.
    (0)
    Last edited by ScoutX; 07-18-2011 at 04:35 PM.

  3. #3
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    That is a lot of random things that we have no control over you have listed there... meaning it still randomly gained SP, even if all that were true, which it probably isn't.

    Until they visualize the bonus gains in sp, it all can be considered randomization. Im sure yoshida and crew don't even really know what tanaka and crew programmed into it, which is why they haven't really given ANY big explanation on it yet. Without that explanation we can waste time speculating what it could be all we want, even tho it is just random gains.

    What they really need to do is make SP gains one set value based on the item rank if they cant eventually visualize or explain the reason for variance.
    (0)
    Last edited by Reika; 07-19-2011 at 05:15 AM.